While learning in the virtual environment, learners will need a common place to congregate to discuss and share ideas. Virtual 3-D environments can provide the ideal venue for learners to meet, share ideas, and collaborate on projects and proposals. Software such as SecondLife was developed for the sole purpose of creating 3-D environments. In this environment people can interact with other people from around the world. Users can create avatars which are digital representations of themselves, and though their avatar the user can experience any place, culture, or people.
The following video demonstrates some educational uses of the popular online 3-D environment Second Life
ROE #17 in central Illinois is currently working with virtual learning provider E2020 to accomplish this very task. Negotiations are underway to develop a 3-D school environment incorporating the social component into virtual education. Students will create an avatar with a basic school "uniform", as the student progresses though their education they will be able to update their avatar by being able to purchase different clothing items for example (i.e. a letter jacket) from the school store. The farther a student progresses in their coursework, the more adornments they will be able to add to their avatar. As in other MMORPGs, lavishly decorated avatars display status and level of experience within the environment. Of course a student could also choose not to participate in this practice and simply concentrate solely on their coursework, closely mimicking student behaviors in schools currently. Some students choose to be more social while others prefer to concentrate on academia. The idea behind this is to tailor the learning experience to the individual needs of the student and retain them in school until completion.
Additionally, various clubs could be supported in this online school. Imagine a chess club hosted by the school in the virtual environment. Set times would be established for members to meet synchronously. An online coach would be available to guide members and impart knowledge about strategy for example. Tournaments with other schools could be organized to further foster the sense of a team and healthy competition.
In today's educational system their seems to be a large disconnect (in student perception) from what they are learning in the classroom and practical real world application. In this proposed design, students could participate in "mini-games" associated with topics they are learning about in the virtual classroom. These games would be associated with various careers that utilize skills/information learned in the classroom. As the student masters content in the class, this would unlock levels in the games associated with position, salary, status within the career mini-game. The goal is for students will develop a real-world connection between what they are learning in the classroom and potential careers they could pursue upon graduation.
While learning in the virtual environment, learners will need a common place to congregate to discuss and share ideas. Virtual 3-D environments can provide the ideal venue for learners to meet, share ideas, and collaborate on projects and proposals. Software such as SecondLife was developed for the sole purpose of creating 3-D environments. In this environment people can interact with other people from around the world. Users can create avatars which are digital representations of themselves, and though their avatar the user can experience any place, culture, or people.
The following video demonstrates some educational uses of the popular online 3-D environment Second Life
ROE #17 in central Illinois is currently working with virtual learning provider E2020 to accomplish this very task. Negotiations are underway to develop a 3-D school environment incorporating the social component into virtual education. Students will create an avatar with a basic school "uniform", as the student progresses though their education they will be able to update their avatar by being able to purchase different clothing items for example (i.e. a letter jacket) from the school store. The farther a student progresses in their coursework, the more adornments they will be able to add to their avatar. As in other MMORPGs, lavishly decorated avatars display status and level of experience within the environment. Of course a student could also choose not to participate in this practice and simply concentrate solely on their coursework, closely mimicking student behaviors in schools currently. Some students choose to be more social while others prefer to concentrate on academia. The idea behind this is to tailor the learning experience to the individual needs of the student and retain them in school until completion.
Additionally, various clubs could be supported in this online school. Imagine a chess club hosted by the school in the virtual environment. Set times would be established for members to meet synchronously. An online coach would be available to guide members and impart knowledge about strategy for example. Tournaments with other schools could be organized to further foster the sense of a team and healthy competition.
In today's educational system their seems to be a large disconnect (in student perception) from what they are learning in the classroom and practical real world application. In this proposed design, students could participate in "mini-games" associated with topics they are learning about in the virtual classroom. These games would be associated with various careers that utilize skills/information learned in the classroom. As the student masters content in the class, this would unlock levels in the games associated with position, salary, status within the career mini-game. The goal is for students will develop a real-world connection between what they are learning in the classroom and potential careers they could pursue upon graduation.
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